/Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Public/Graph/MovieGraphFilenameResolveParams.h
This data structure contains all of the information needed to resolve a filename format string from the Movie Graph. During runtime the values are generated by the actual rendering and then placed into this data structure before resolving an actual {format_string} using theUMovieGraphBlueprintLibrary. You can use this to resolve filenames when editing. If you wish to resolve a partial format string (such as {sequence_name}/{frame_number} but have it only resolve {sequence_name} you can add ("frame_number", "{frame_number}") to the FileNameFormatOverrides and that portion of the format string will be preserved so the resulting string back would say "my_seq_name/{frame_number}".
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType)) struct FMovieGraphFilenameResolveParams
bool
bEnsureAbsolutePath
If true, If the format string is a relative path, then the resulting resolved path will be converted to an absolute path.
bool
bForceRelativeFrameNumbers
If true, force format strings (like {frame_number}) to resolve using the relative version.
FFrameRate
DefaultFrameRate
What is the default Frame Rate? This will be overwritten by the Output Setting from the evaluated config (if specified).
TObjectPtr<UMo...
EvaluatedConfig
Optional.
TMap<FString, ...
FileMetadata
A key/value pair that maps metadata names to their values.
TMap<FString, ...
FileNameFormatOverrides
A map between "{format}" tokens and their values.
int32
FrameNumberOffset
Added onto the various FrameNumber settings automatically.
FDateTime
InitializationTime
The initialization time for this job. Used to resolve time-based format arguments.
TObjectPtr<UMo...
Job
Optional. If specified, used to resolve some tokens related to the job.
FMovieGraphRend...
RenderDataIdentifier
This is used to fill out tokens related to the render data that the file represents.
int32
RootFrameNumber
Frame Number for the Root (matching what you see in the Sequencer timeline. ie: If the Sequence PlaybackRange starts on 50, this value would be 50 on the first frame. Used to fill out the {frame_number} token.
int32
RootFrameNumberRel
Frame Number for the Root (relative to 0, not what you would see in the Sequencer timeline. ie: If sequence PlaybackRange starts on 50, this value would be 0 on the first frame.) Used to fill out the {frame_number_rel} token.
TObjectPtr<UMo...
Shot
Optional.
int32
ShotFrameNumber
Frame Number for the Shot (matching what you would see in Sequencer at the sub-sequence level. Used to fill out the {frame_number_shot} token.
int32
ShotFrameNumberRel
Frame Number for the Shot (relative to 0, not what you would see in the Sequencer timeline.) Used to fill out the {frame_number_shot_rel} token.
int32
Version
Used to resolve {version} format arguments.
int32
ZeroPadFrameNumberCount
When converitng frame numbers to strings, how many digits should we pad them up to? ie: 5 => 0005 with a count of 4.